Commit 6185633a authored by Cyril Deguet's avatar Cyril Deguet
Browse files

* opengl.c: compilation fix for GLX.

   Do we really need two buffers ? Anyway it doesn't work as is with
   GLX, so I only use the first one (quick fix)
parent b0167898
...@@ -450,13 +450,14 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic ) ...@@ -450,13 +450,14 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
OS X, we first render, then reload the texture to be used next OS X, we first render, then reload the texture to be used next
time. */ time. */
#ifdef SYS_DARWIN
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] ); glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
#else
#ifndef SYS_DARWIN
/* Update the texture */ /* Update the texture */
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
p_vout->render.i_width, p_vout->render.i_height, p_vout->render.i_width, p_vout->render.i_height,
VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->p_buffer ); VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->pp_buffer[0] );
#endif #endif
if( p_sys->i_effect == OPENGL_EFFECT_NONE ) if( p_sys->i_effect == OPENGL_EFFECT_NONE )
...@@ -516,11 +517,11 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic ) ...@@ -516,11 +517,11 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
glDisable( VLCGL_TARGET ); glDisable( VLCGL_TARGET );
#ifdef SYS_DARWIN
/* Switch buffers */ /* Switch buffers */
p_sys->i_index = ( p_sys->i_index + 1 ) & 1; p_sys->i_index = ( p_sys->i_index + 1 ) & 1;
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index]; p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
#ifdef SYS_DARWIN
/* Update the texture */ /* Update the texture */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] ); glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0, p_sys->i_tex_width, glTexSubImage2D( VLCGL_TARGET, 0, 0, 0, p_sys->i_tex_width,
......
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment